Atomboy
Numbers not adding up. I was wielding AKS74U
Tool tip says Damage 7-14
Then I start fight with book burners, 7 of them , 21 HP each.
I was one shotting a few of them with no criticals.
Can you explain how this works?
I only see differences in the types of ammo.If guns have different armor penetration properties, why doesn't it show in the gun description? We can't magically guess how mechanics work if we don't even have basic info on stuff.
Im fine with those details being obscure. Maybe could say something in the flavor text, but i like the idea of there being more to weapons that just the stats being shown.
It's funny considering the reasoning behind this 'normie' build: 'I don't want to take any weakness to make myself stronger in other things' but it ended up making your character being so ineffective at mostly everything. Even Glutton would've improved survival at the start with additional HP.
Ticket guy did not collect ticket, I walked past him while high on shroom.
by the way Atomboy why you didnt add the legendary moisin nagant rifle?
also its interesting that i have found many mentions of the russian civil war but almost none of ww2.in your country the civil war is a bigger deal that ww2?
Luck should affect stuff in a more direct way, especially combat. You already had some ideas with grenades spawn on enemies. Make every point beyond 5 add 1% to chance to jam to the enemy weapons, making it +6% on 11 luck. Make it work even on weapons that do not jam usually so there is a chance to get lucky even versus advanced weapons. For any points less than 5 however you take the penalty instead. In a fight, only the single highest luck stat of any character affects others on the map.
Is this a good system? I don't think so, it's hard to make an informed decision when numbers just don't add up.
Informed decisions are, in an overwhelming mayority, easy decisions. Plus obscured elements add depth.Yeah, a lot of weapons properties in Fallout is hidden.
Some has 'accurate' 'penetrating' etc but it was never shown in game.
Is this a good system? I don't think so, it's hard to make an informed decision when numbers just don't add up.
And not everyone like to read wiki just to know these things.
What kind of a complete and absolute retard would want that for their single player game?You want to say the game is fair and balanced
Thatd be something cool, if you could use your skill to identify properties or unlock special actions.I can understand punishing low weapon skills with not knowing weapon properties. But when you have 150 Automatic skill I expect the character to fully know what an assault rifle does.
A good combat system needs either clarity, or obscurity but with mechanics that stand to reason and at this point we have neither, as it's completely unexpected to have weapons chambered in same exact rounds, with comparable barrel lengths to deal different damage or have different penetration capabilities, especially when the only place penetration is even mentioned are the rounds themselves.Informed decisions are, in an overwhelming mayority, easy decisions. Plus obscured elements add depth.Yeah, a lot of weapons properties in Fallout is hidden.
Some has 'accurate' 'penetrating' etc but it was never shown in game.
Is this a good system? I don't think so, it's hard to make an informed decision when numbers just don't add up.
And not everyone like to read wiki just to know these things.
The feeling of discovery is important, especially in a game about exploration. You dont get that if you get every stat.
That quest, can be just brute forced. So yeah, a dump skill.Pickpocket. I think I found one quest in the entire game requiring that. Maybe it can be used to get cash quicker, but by just roaming around you can get filthy rich anyway. So maybe not useless, but entirely optional.
Not just a discount but a comparison between player and trader, ie. how much they pay for your junk. On higher difficulties you can't just peddle trash to food vendors for rubles because they don't have enough, so you actually have to trade with high end vendors that literally decimate the value of your items with their skill. Somewhat useful.Barter. Can be used to get a 5-10% discount in stores, and sometimes a bit more reward for a quest. The reward thing can also be done with speechcraft, which is way more useful overall.
Let's you craft armor way ahead of time. Also sniper rifles. And the ubergun ofc. Also note, that on survival mode you can't just save scum for success, so it's good to either have it decent, or ignore crafting completely to avoid item loss. Good up to 31 (+ 2 ciggies + looking glass = 50).Tinkering. Anything (except the best pistol) you can craft is outclassed by weapons you can find. That includes the 20% damage bonus. But even if you want to use it, a low value of 50 or so is enough for everything.
Also unlocks random encounter types. Useful up to 40 AFAIK.Survival. I don't think I ever used it or it came up in a dialog. Increases movement speed on map afaik, which is convenient, but in no way required.
Crossbows use throwing... So with custom made bombs it's a salvageable skill.Throwing. Unsure about this one. I was throwing grenades just fine with the skill at 30 or so. Does it impact the damage? If not, probably only more range with grenades. Meh. Would be cool if there were other throwing weapons.
The worst of the lot of dump skills. Horrible. I felt cheated for wasting SPs in this.Technology. I did get some sweet XP by "hacking" vending machines, and I think you can only get the poison out of that one poison bunker using it, but other than that... ?
We like to bitch about the perk tree because it was used in popamole games, but it's not bad per se. The only difference is that it shows in a visual manner what is the order of perks progression. But yeah, some perks were poorly thought and rushed. Dump perks.Also, the perk tree is problematic. Some really good perks are locked behind some that are either terrible or totally unrelated (like receiving more XP).
Their descriptions are often unclear, too. For some weapon perks, it just isn't clear which weapons are or are not affected.
This! The only way I managed to kill the mercenaries was having a hallucination. The mercenary was shouting "Wake up! Wake up!" because he wanted to give his "You are done" speech. LOL I ignored him and ran to hide behind the tree and injected all kinds of drugs. Only then I started shooting people left and right.Ticket guy did not collect ticket, I walked past him while high on shroom.
"Feature - not a bug!!11" :D.
Lol, in earlier versions we had this trigger written for no specific reason, that turned all combat real-time with a click of a button. It was hilarious!this game would be fun to play real time if it was like fallout tactics but impossible lol. Combat system of fallout 1-2 is shit
Hopefully you got your save fixed and sent back to you already, what happened there was you had some live TNT in your inventory for some reason :DWell, not really.Never heard about that one before. So the game autosaved on your corpse? Weird. Can you email us the saves from %AppData%/../LocalLow/AtomTeam/Atom to support@atomrpg.com ? We'll look into it, and revive your char if that's the case.Fuck!
I made a save before leaving the bunker 371 cuz I suspected an ambush and ofc I died.
But when I reload previous two saves, my character is just lying on the ground, dead.
Any advice? Seems the game bugged up and I can't continue...
The game autosaved somewhere in the bunker and then I made a save before the exit.
When I load any of them, my character is dead for no reason.
The game somehow overwrote my saves and made my character dead.
Gonna mail you now.
Btw it would be a great idea to make 5-10 quicksave slots, not just one. Helps with these bugs.
Well that's the thing... Even though the author calls it "casualisation", it won't actually be that. Hopefully, we'll just get rid of the hidden and doubtful mechanics, which are currently driving the balance and everyone will be happy. Perks will also get some love, especially the melee ones. I think it's gonna work out for the better.And now, some insight into the next patch, as written by the balance guy and translated by me:
2. Casual-proofing pistols, SMGs and some ARs. All weapons were perfectly balanced before, but to see it you had to look at bullet properties. Since this is too hard for the casuals, we will be making it so low ap guns will have low damage and low armor piercing qualities, and high ap guns will have high damage and high armor piercing qualities, so the casual could be all like "ug, this gun has big number on it so it must be good" and he will be correct, instead of wrong, like before.
Or instead of being passive-agressive about "casuals" not understanding the brilliancy of your system, you could, maybe I don't know, explain the systems?
Grotesque above asked how Shields works. RK47 and myself had asked clarification on how the systems works 10 or 15 days ago. It has been near a month from release and zero information given on how systems works.
I think that is in a large part, why some people are confused and demanding changes.
Don't shoot the messenger, man! I just translated the thing. I explained about the shields to the best of my knowledge in this very post. Firearms, as far as I understand it, have damage, AP cost, accuracy limiter and chance to punch through armor (which comes from the bullet type), so that supposedly explains the inconsistencies in specking the weapons. So on the ground level, a burst from VSS costing 4 while burst from AR costs 6 looks retarded. But actually, it's supposedly balanced, because VSS has lower armor piercing qualities, and it's second and third bullets in the burst have lower chance to hit than the AR bullets. I argued that even if it's so, it's not noticeable. So now the guy is making an overhaul of the most criticized branches, begrudgingly. Now that overhaul will probably have actual formulae which I will copypaste to those who want them. It doesn't have those now, that's why I couldn't answer your question before if that was you on the Steam forum.
Sorry if I sounded cranky. I knew that you didn't make the changes or the combat system, and in any case you are only a part of the team. I appreciate and thank you for your willingness to be here and answer the questions of codexers.
My problem was with the "casualisation" of the game. First of all neither you or apparently the combat tester are alright with it. Wich is a perfect reason no to do it . Especially if it's by listening the morons at Steam. They are lowest common denominator and you will never be able to satisfy them. It's a losing, neverending battle that leads to decline caving to retards.
Secondly, the real problems with combat don't lie in the balance between firearms but in the way you are informed about the systems. I started playing rpgs with Realms of Arkania, Dark, Suns, Eye of the Beholders and others with out manual and I played Fallout 1 and 2 so I can kinda, somewhat understand what the hell is going under the hood and things like DT, DR, blindess and the rest mean. I don't have time nowadays to became autistic about it nor try to decipher how combat works. And thats without the problems with perks being underwhelming and strange to get, melee being kinda crap (it needs perks that lower AP cost, give free movent and special attacks to begin working) an auto being op as fuck (I think making each shoot in the burst be less accurate and with less channce to crit can start to make it less op).
Oh, and I second adding autobalance to trading at least. But I repeat myself by saying the inventory screen is cancer
Luck should affect stuff in a more direct way, especially combat. You already had some ideas with grenades spawn on enemies. Make every point beyond 5 add 1% to chance to jam to the enemy weapons, making it +6% on 11 luck. Make it work even on weapons that do not jam usually so there is a chance to get lucky even versus advanced weapons. For any points less than 5 however you take the penalty instead. In a fight, only the single highest luck stat of any character affects others on the map.
Hm....
That's good, but how did that happen? It didn't even show upon release. That's the 1st page mind you.
Yeah, that messed me up quite a few times myself. I really hope we'll be adding those soonAtomboy Could we please get different save slots for each character.
Tried out the new tutorial and it's pretty good. Keep up the good work and make this great game even better.
Thank you!Finished it. GOTY 2018. Atomboy, thank you and your team for this gem.
Well, that's why we're revamping!If guns have different armor penetration properties, why doesn't it show in the gun description? We can't magically guess how mechanics work if we don't even have basic info on stuff.
Atomboy
Numbers not adding up. I was wielding AKS74U
Tool tip says Damage 7-14
Then I start fight with book burners, 7 of them , 21 HP each.
I was one shotting a few of them with no criticals.
Can you explain how this works?
It seems that against unarmoured characters you do much more dmg.
Finished the game, so in addition to what I wrote before:
It was a really good experience, and I'll certainly do another playthrough at some point (hopefully by the time companions were patched to be less terrible).
Except for the companions problem, some skills seem rather useless:
Why use pistols if you can use rifles? The best pistol is worse than any good rifle...
I don't really get the point of unarmed or melee combat. Does it get useful in any way with higher skill level or perks? It just seems all-around worse than any kind of ranged combat. If being in melee would make shooting worse, I'd get it, but it really doesn't.
Pickpocket. I think I found one quest in the entire game requiring that. Maybe it can be used to get cash quicker, but by just roaming around you can get filthy rich anyway. So maybe not useless, but entirely optional.
Barter. Can be used to get a 5-10% discount in stores, and sometimes a bit more reward for a quest. The reward thing can also be done with speechcraft, which is way more useful overall.
Tinkering. Anything (except the best pistol) you can craft is outclassed by weapons you can find. That includes the 20% damage bonus. But even if you want to use it, a low value of 50 or so is enough for everything. The quality of the items you make not being tied to your skill makes it really bad.
Technology. I did get some sweet XP by "hacking" vending machines, and I think you can only get the poison out of that one poison bunker using it, but other than that... ?
Survival. I don't think I ever used it or it came up in a dialog. Increases movement speed on map afaik, which is convenient, but in no way required.
Throwing. Unsure about this one. I was throwing grenades just fine with the skill at 30 or so. Does it impact the damage? If not, probably only more range with grenades. Meh. Would be cool if there were other throwing weapons.
Also, the perk tree is problematic. Some really good perks are locked behind some that are either terrible or totally unrelated (like receiving more XP).
Their descriptions are often unclear, too. For some weapon perks, it just isn't clear which weapons are or are not affected.
Other nuisances:
That you can only equip a backpack OR a shield OR some other device is just completely nonsensical.
Having to put something like a card in your hand manually in order to open a door... Come on!
The inventory itself... Having two rows makes it better than the Fallout variant with one. But why not just have a proper grid-based inventory?
Aimed shots are completely useless, except for armored enemies. Hitting someone in the eyes, arms or head should really DO something.
The ending:Considering the reveal about the comet, I didn't really feel like anything I did had much of an impact. I mean, all the towns are great now, but will either be smashed to dust or become the Borg...
I hear you, but still we need to make weapons understandable. That thing that opened up about hidden stats rubs me the wrong way. :\ And thanks!!thesheeep About the ending: I think that's precisely the idea. In a way it serves to reflect upon how the atomic bombing that brought about the world of ATOM also meant the end of everything that belonged to a previous era. Does anything we do matter at all, when the presence of total obliteration is ever hanging upon our heads?
Finished it today as well. Clocked 48h of gameplay according to steam, but about five of those must've been iddle-time. Took the time to explore and do every side-quest that came about.
The criticism I have to make echoes pretty much what the other codexers said: some skills seem mostly useless or have little to no checks (barter, tech, throwing, etc.), bad companion AI, the perk tree, inventory UI, and so on.
I do not, however, endorse the requests for combat ballinse. It's fine the way it is right now, with superior weapon types being better than others for the obvious reasons. If you wanna bring a knife to a gun fight, deal with the consequences.
I was a bit diappointed about ammo scarcity becoming a non-issue in mid to late game. Would have liked the feeling of each bullet being precious to remain up to the very last trail of the game. Would also justify investing into melee.
But in spite of all that, ATOM was a great and memorable experience, on pair with FO. I had lots of fun, and have already recommended it to all my rpg-loving friends. My congratulations and respect to the whole team.
EDIT: One point I forfot to make, is how much I appreciate the lack of end-game ultra OP equipment.
P.S. You're kinda right about the ending. And damn, you're fast as f*ck! 48 (or 43) hours for EVERYTHING?thesheeep About the ending: I think that's precisely the idea. In a way it serves to reflect upon how the atomic bombing that brought about the world of ATOM also meant the end of everything that belonged to a previous era. Does anything we do matter at all, when the presence of total obliteration is ever hanging upon our heads?
Finished it today as well. Clocked 48h of gameplay according to steam, but about five of those must've been iddle-time. Took the time to explore and do every side-quest that came about.
The criticism I have to make echoes pretty much what the other codexers said: some skills seem mostly useless or have little to no checks (barter, tech, throwing, etc.), bad companion AI, the perk tree, inventory UI, and so on.
I do not, however, endorse the requests for combat ballinse. It's fine the way it is right now, with superior weapon types being better than others for the obvious reasons. If you wanna bring a knife to a gun fight, deal with the consequences.
I was a bit diappointed about ammo scarcity becoming a non-issue in mid to late game. Would have liked the feeling of each bullet being precious to remain up to the very last trail of the game. Would also justify investing into melee.
But in spite of all that, ATOM was a great and memorable experience, on pair with FO. I had lots of fun, and have already recommended it to all my rpg-loving friends. My congratulations and respect to the whole team.
EDIT: One point I forfot to make, is how much I appreciate the lack of end-game ultra OP equipment.
Crossbows use throwing...
True, of course, but the ending kinda presents you with a threat that seems large but manageable, just to end at that very spot. And also not addressing that new threat at all in the ending cutscenes.thesheeep About the ending: I think that's precisely the idea. In a way it serves to reflect upon how the atomic bombing that brought about the world of ATOM also meant the end of everything that belonged to a previous era. Does anything we do matter at all, when the presence of total obliteration is ever hanging upon our heads?
I believe that the threat itself is unimportant, it's the concept that matters.True, of course, but the ending kinda presents you with a threat that seems large but manageable, just to end at that very spot. And also not addressing that new threat at all in the ending cutscenes.
P.S. You're kinda right about the ending. And damn, you're fast as f*ck! 48 (or 43) hours for EVERYTHING?